628 lines
26 KiB
JavaScript
628 lines
26 KiB
JavaScript
export class DLActorGenerator extends FormApplication {
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static get defaultOptions() {
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const options = super.defaultOptions;
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options.id = 'sheet-modifiers';
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options.classes = ["mosh", "sheet", "actor", "character"];
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options.template = 'systems/mosh/templates/dialogs/actor-generator-dialog.html';
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options.width = 800;
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options.dragDrop = [{ dragSelector: null, dropSelector: ".dropitem" }];
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return options;
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}
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/* -------------------------------------------- */
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/**
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* Add the Entity name into the window title
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* @type {String}
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*/
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get title() {
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return `${this.object.name}: ${game.i18n.localize("Mosh.CharacterGenerator.name")}`;
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}
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/* -------------------------------------------- */
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/**
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* Construct and return the data object used to render the HTML template for this form application.
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* @return {Object}
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*/
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async getData() {
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//if (this.object.system.class.uuid != null){
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// this.updateClass(this.object.system.class.uuid);
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//}
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let data = this.object;
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data.system.class = [];
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data.system.class.value = "";
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data.system.class.skills = [];
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data.system.class.skills.uuid = [];
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return data;
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}
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/* -------------------------------------------- */
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async rollDices(dices, html, id, chatmsg = "") {
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if (html.find(`img[id="${id}"]`).prop('hidden') == false) {
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let roll = await new Roll(dices).roll();
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if (chatmsg != "") {
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await roll.toMessage({ flavor: chatmsg });
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}
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//console.log(id + "->" + roll.total)
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html.find(`img[id="${id}"]`).prop('hidden', true);
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html.find(`input[id="${id}"]`).prop('hidden', false);
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html.find(`input[id="${id}"]`).prop('value', roll.total);
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}
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}
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/* todo: remove this functions and set the values as configuration */
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async rollStrength(html) {
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this.rollDices("2d10+25", html, `system.stats.strength.value`, `Rolling for Strength stat`)
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}
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async rollSpeed(html) {
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this.rollDices("2d10+25", html, `system.stats.speed.value`, `Rolling for Speed stat`)
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}
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async rollIntellect(html) {
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this.rollDices("2d10+25", html, `system.stats.intellect.value`, `Rolling for Intellect stat`)
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}
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async rollCombat(html) {
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this.rollDices("2d10+25", html, `system.stats.combat.value`, `Rolling for Combat stat`)
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}
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async rollHealth(html) {
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this.rollDices("1d10+10", html, `system.health.max`, `Rolling for Health`)
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}
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async rollSanity(html) {
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this.rollDices("2d10+10", html, `system.stats.sanity.value`, `Rolling for Sanity save`)
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}
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async rollFear(html) {
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this.rollDices("2d10+10", html, `system.stats.fear.value`, `Rolling for Fear save`)
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}
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async rollBody(html) {
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this.rollDices("2d10+10", html, `system.stats.body.value`, `Rolling for Body save`)
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}
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async rollCredits(html) {
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this.rollDices("2d10*10", html, `system.credits.value`, `Rolling for Credits`)
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}
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async rollTable(html, id, tableId, type = "input") {
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if (html.find(`img[id="` + id + `.value"]`).prop('hidden') == false && html.find(`img[id="system.class.value"]`).prop('value') != "") {
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let table = await fromUuid(tableId);
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let tableResult = await table.draw({ displayChat: true });
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let tableRoll = tableResult.results[0].range[0];
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let resultText = "";
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let resultUuid = [];
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for (var i = 0; i < tableResult.results.length; i++) {
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if (tableResult.results[i].type == "pack") {
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if (type == "ul") {
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this._element.find(`ul[id="${id}.text"]`).append(`<li>${tableResult.results[i].text}</li>`);
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} else {
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resultText += tableResult.results[i].text + "; ";
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}
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resultUuid.push(tableResult.results[i].documentId);
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} else if (tableResult.results[i].type == "text") {
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let tableTextmatch = tableResult.results[i].text.match(/(.*)(@UUID.*)/i);
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if (type == "ul") {
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this._element.find(`ul[id="${id}.text"]`).append(`<li>${await TextEditor.enrichHTML(tableTextmatch[2].replace(/(\<br\s\/>)+/i, ""), { async: true })}</li>`);
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}
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else {
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resultText += tableTextmatch[1].replace(/(\<br\s\/>)+/i, "");
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}
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/**we need to keep only the id of the item, not the complete uuid string (for now) */
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resultUuid.push(tableTextmatch[2].replace(/(])+(.*)/i, "").replace(/(.*)(\.)/i, ""));
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}
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}
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html.find(`img[id="` + id + `.value"]`).prop('hidden', true);
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html.find(`input[id="` + id + `.value"]`).prop('hidden', false);
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html.find(`input[id="` + id + `.value"]`).prop('value', tableRoll);
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html.find(`input[id="` + id + `.text"]`).prop('hidden', false);
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html.find(`input[id="` + id + `.text"]`).prop('value', resultText);
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html.find(`input[id="` + id + `.uuid"]`).prop('value', resultUuid);
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}
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}
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async rollPatch(html) {
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if (this.patchTable == null) {
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ui.notifications.error("You need a class with defined patch table.");//TODO, localize
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}
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await this.rollTable(html, "system.class.patch", this.patchTable);
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}
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async rollTrinket(html) {
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if (this.trinketTable == null) {
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ui.notifications.error("You need a class with defined trinket table.");//TODO, localize
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}
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await this.rollTable(html, "system.class.trinket", this.trinketTable);
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}
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async rollLoadout(html) {
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if (this.loadoutTable == null) {
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ui.notifications.error("You need a class with defined loadout table.");//TODO, localize
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return;
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}
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await this.rollTable(html, "system.class.loadout", this.loadoutTable, "ul");
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}
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async rollEverything(html) {
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await this.rollStrength(html);
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await this.rollSpeed(html);
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await this.rollIntellect(html);
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await this.rollCombat(html);
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await this.rollHealth(html);
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await this.rollFear(html);
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await this.rollSanity(html);
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await this.rollBody(html);
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await this.rollCredits(html);
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await this.rollPatch(html);
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await this.rollTrinket(html);
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await this.rollLoadout(html);
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}
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async updateSkillHtmlUl(html, skillsUuid) {
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//html.find(`ul[id="system.class.skils.text"]`).empty();
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for (let i = 0; i < skillsUuid.length; i++) {
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let skill = await fromUuid(skillsUuid[i]);
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/**we need to keep only the Uuid of the item, not the complete string (for now) */
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let li_html = `<li><img src="${skill.img}" title="${skill.name}" width="24" height="24"/> ${await TextEditor.enrichHTML(skill.name, { async: true })}</li>`;
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html.find(`ul[id="system.class.skils.text"]`).append(li_html);
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}
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let old_skills = await html.find(`input[id="system.class.skills.uuid"]`).prop("value").split(",").filter(Boolean);
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html.find(`input[id="system.class.skills.uuid"]`).prop("value", old_skills.concat(skillsUuid).join(","));
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}
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async popUpSkillOptions(skillPopupOptions) {
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for (let i = 0; i < skillPopupOptions.master_full_set; i++) {
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await this.showSkillDialog('systems/mosh/templates/dialogs/actor-generator/actor-generator-skill-option-full-master-dialog.html');
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}
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for (let i = 0; i < skillPopupOptions.expert_full_set; i++) {
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await this.showSkillDialog('systems/mosh/templates/dialogs/actor-generator/actor-generator-skill-option-full-expert-dialog.html');
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}
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for (let i = 0; i < skillPopupOptions.trained; i++) {
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await this.showSkillDialog('systems/mosh/templates/dialogs/actor-generator/actor-generator-skill-option-single-dialog.html', "Trained");
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}
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for (let i = 0; i < skillPopupOptions.expert; i++) {
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await this.showSkillDialog('systems/mosh/templates/dialogs/actor-generator/actor-generator-skill-option-single-dialog.html', "Expert");
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}
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for (let i = 0; i < skillPopupOptions.master; i++) {
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await this.showSkillDialog('systems/mosh/templates/dialogs/actor-generator/actor-generator-skill-option-single-dialog.html', "Master");
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}
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//console.log(existingSkills);
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//return skillsUuid;
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}
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async showSkillDialog(template, exclusive = false) {
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let skillsUuid = this.skillsUuid;
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let all_skills = await this.getAllSkills();
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all_skills.forEach((element, index) => {
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all_skills[index].disabled = (skillsUuid.includes(element.uuid) ? "disabled" : "");
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});
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let skillPopupData = {
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title: game.i18n.localize("Mosh.CharacterGenerator.SkillOption.PopupTitle"),
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existingSkills: skillsUuid,
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skills: {
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trained: all_skills.filter(i => i.system.rank == "Trained"),
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expert: all_skills.filter(i => i.system.rank == "Expert"),
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master: all_skills.filter(i => i.system.rank == "Master"),
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}
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};
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if (exclusive) {
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skillPopupData.description = game.i18n.localize("Mosh.CharacterGenerator.SkillOption.Popup" + exclusive + "Description");
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switch (exclusive) {
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case "Master":
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skillPopupData.skills = all_skills.filter(i => i.system.rank == "Master" && i.system.prerequisite_ids.filter(item => skillsUuid.includes(item)).length > 0);
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break;
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case "Expert":
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skillPopupData.skills = all_skills.filter(i => i.system.rank == "Expert" && i.system.prerequisite_ids.filter(item => skillsUuid.includes(item)).length > 0);
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break;
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case "Trained":
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skillPopupData.skills = all_skills.filter(i => i.system.rank == "Trained");
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break;
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}
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}
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let popUpContent = await renderTemplate(template, skillPopupData);
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return new Promise((resolve) => {
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let d = new Dialog({
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title: game.i18n.localize("Mosh.CharacterGenerator.SkillOption.PopupTitle"),
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content: popUpContent,
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buttons: {
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"1": {
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icon: '<i class="fas fa-check"></i>',
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label: "Save",
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callback: (html) => {
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let form = html.find('form')[0];
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let formData = new FormData(form);
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let new_skills = [];
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formData.forEach((value, key) => {
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if (value != "") {
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new_skills.push(value);
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this.skillsUuid.push(value);
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}
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});
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this.updateSkillHtmlUl(this._element, new_skills);
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resolve();
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}
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},
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},
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default: "1",
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});
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d.render(true);
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});
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}
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async showOptionsDialog(option_1, option_2) {
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let popupData = {
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option_1: option_1,
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option_2: option_2,
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}
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let popUpContent = await renderTemplate("systems/mosh/templates/dialogs/actor-generator/actor-generator-skill-option-choice-dialog.html", popupData);
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return new Promise((resolve) => {
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let d = new Dialog({
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title: game.i18n.localize("Mosh.CharacterGenerator.SkillOption.PopupTitle"),
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content: popUpContent,
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window:{width: 500,},
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buttons: {
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"1": {
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icon: '<i class="fas fa-check"></i>',
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label: game.i18n.localize("Mosh.CharacterGenerator.SkillOption.ChoiceWord") + " 1",
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callback: () => {
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resolve(option_1);
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}
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},
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"2": {
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icon: '<i class="fas fa-check"></i>',
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label: game.i18n.localize("Mosh.CharacterGenerator.SkillOption.ChoiceWord") + " 2",
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callback: () => {
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resolve(option_2);
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}
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},
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},
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});
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d.render(true);
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});
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}
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async applyClassSkills(html) {
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let class_uuid = html.find(`input[id="system.class.uuid"]`).prop("value");
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if (class_uuid == "") {
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ui.notifications.error(game.i18n.localize("Mosh.CharacterGenerator.SkillOption.Classerror"));
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}
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let classObject = await fromUuid(class_uuid);
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await html.find(`ul[id="system.class.skils.text"]`).empty();
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await html.find(`input[id="system.class.skills.uuid"]`).prop("value", "");
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this.skillsUuid = classObject.system.base_adjustment.skills_granted.slice();
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await this.updateSkillHtmlUl(html, this.skillsUuid);
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let option_skills_1 = classObject.system.selected_adjustment.choose_skill_and;
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await this.popUpSkillOptions(option_skills_1);
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let option_skills_2 = classObject.system.selected_adjustment.choose_skill_or;
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const isEmptyOption1 = Object.values(option_skills_2.option_1).every(x => x === null || x === '' || x === 0);
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const isEmptyOption2 = Object.values(option_skills_2.option_2).every(x => x === null || x === '' || x === 0);
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let option_skills_2_choosed = {}
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if (isEmptyOption1 == false && isEmptyOption2 == false) {
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//we need to choose-> render popup with both options
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option_skills_2_choosed = await this.showOptionsDialog(option_skills_2.option_1,option_skills_2.option_2);
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} else if (isEmptyOption1 == false) {
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//there is only option 1 (edge case) but we go with it.
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option_skills_2_choosed = option_skills_2.option_1;
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} else if (isEmptyOption2 == false) {
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//there is only option 2 (edge case) but we go with it.
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option_skills_2_choosed = option_skills_2.option_2;
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}
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await this.popUpSkillOptions(option_skills_2_choosed);
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}
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async updateClass(classUuid, randomCharacter = false) {
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const droppedObject = await fromUuid(classUuid);
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if (droppedObject.type != "class") {
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return;
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}
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this._element.find(`input[id="system.class.value"]`).prop("value", droppedObject.name);
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const prev_uuid = this._element.find(`input[id="system.class.uuid"]`).prop("value");
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if (prev_uuid != null) {
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//we already had a class, so we remove previously applied bonuses and skill
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//remove previous bonuses
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this._element.find(`input[name$="bonus"]`).prop("value", null)
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//posible-todo: un-do the rolls of patch, trinket and loadout?
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}
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this._element.find(`input[id="system.class.uuid"]`).prop("value", classUuid);
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this._element.find(`input[id="system.class.traumaresponse"]`).prop("value", droppedObject.system.trauma_response);
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this.trinketTable = droppedObject.system.roll_tables.trinket;
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this.patchTable = droppedObject.system.roll_tables.patch;
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this.loadoutTable = droppedObject.system.roll_tables.loadout;
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/**
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* Skills
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* */
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await this.applyClassSkills(this._element);
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/**
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* Stats
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*/
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///try{
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//let statsandsaves = JSON.parse(droppedObject.system.statsandsaves.replaceAll("<p>","").replaceAll("</p>","").replaceAll("<div>","").replaceAll("</div>","").replaceAll(" ",""));
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let fix_stats_and_saves = droppedObject.system.base_adjustment;
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Object.entries(fix_stats_and_saves).forEach(([key, value]) => {
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if (key != "skills_granted") {
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//this sets all the bonuses of base_adjustment including max_wounds
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this._element.find(`input[name="system.stats.${key}.bonus"]`).prop("value", value);
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}
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});
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//stats options
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let option_stats_and_saves = droppedObject.system.selected_adjustment.choose_stat;
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if (option_stats_and_saves.modification) {
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let buttons_options = {};
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for (let j = 0; j < option_stats_and_saves.stats.length; j++) {
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let prev_bonus = this._element.find(`input[name="system.stats.${option_stats_and_saves.stats[j]}.bonus"]`).prop("value");
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buttons_options[j] = {
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icon: '<i class="fas fa-check"></i>',
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label: option_stats_and_saves.stats[j],//.replace(/\.bonus/i,"").replace(/(.*)\.+/i,""),
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callback: () => this._element.find(`input[name="system.stats.${option_stats_and_saves.stats[j]}.bonus"]`).prop("value", (parseInt(option_stats_and_saves.modification) + parseInt(prev_bonus)))
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};
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}
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let d = new Dialog({
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title: game.i18n.localize("Mosh.CharacterGenerator.StatOptionPopupTitle"),
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content: `<p>${game.i18n.localize("Mosh.CharacterGenerator.StatOptionPopupText")} (${option_stats_and_saves.modification})</p>`,
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buttons: buttons_options,
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default: "1",
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//render: html => console.log("Register interactivity in the rendered dialog"),
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//close: html => console.log("This always is logged no matter which option is chosen")
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});
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d.render(true);
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}
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return;
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}
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async _onDrop(event) {
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await super._onDrop(event);
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const droppedUuid = TextEditor.getDragEventData(event);
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if (droppedUuid.type != "Item") {
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return;
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}
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await this.updateClass(droppedUuid.uuid);
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//this._render();
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}
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async getAllSkills() {
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/**TODO: Get only player skills ?¿ there is no way to tell pet skills apart */
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let skills = game.items.filter(i => i.type == "skill");
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for (const [compendium_key, compendium_value] of game.packs.entries()) {
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let skillCompendium = await compendium_value.getDocuments({ type: "skill" });
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if (skillCompendium.length > 0) {
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skills = skills.concat(skillCompendium)
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}
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}
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return skills;
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}
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async fill_class_options(html) {
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let class_options = game.items.filter(i => i.type == "class");
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for (const [class_key, class_value] of class_options.entries()) {
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html.find(`datalist[id="class_options"]`).append(
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`<option class="class_option" data-uuid="${class_value.uuid}" value="${class_value.name}">world.Item</option>`
|
|
);
|
|
}
|
|
|
|
let compendiums = game.packs;
|
|
|
|
for (const [compendium_key, compendium_value] of compendiums.entries()) {
|
|
let classes = await compendium_value.getDocuments({ type: "class" });
|
|
for (const [class_key, class_value] of classes.entries()) {
|
|
html.find(`datalist[id="class_options"]`).append(
|
|
`<option class="class_option" data-uuid="${class_value.uuid}" value="${class_value.name}">${class_value.pack}</option>`
|
|
);
|
|
}
|
|
}
|
|
}
|
|
activateListeners(html) {
|
|
super.activateListeners(html);
|
|
|
|
html.ready(ev => {
|
|
this.fill_class_options(html);
|
|
});
|
|
|
|
/** Stats */
|
|
html.find(`img[id="system.stats.strength.value"]`).click(ev => {
|
|
this.rollStrength(html)
|
|
});
|
|
html.find(`img[id="system.stats.speed.value"]`).click(ev => {
|
|
this.rollSpeed(html)
|
|
});
|
|
html.find(`img[id="system.stats.intellect.value"]`).click(ev => {
|
|
this.rollIntellect(html)
|
|
});
|
|
html.find(`img[id="system.stats.combat.value"]`).click(ev => {
|
|
this.rollCombat(html)
|
|
});
|
|
|
|
/** health */
|
|
html.find(`img[id="system.health.max"]`).click(ev => {
|
|
this.rollHealth(html)
|
|
});
|
|
|
|
/**Saves */
|
|
html.find(`img[id="system.stats.sanity.value"]`).click(ev => {
|
|
this.rollSanity(html)
|
|
});
|
|
html.find(`img[id="system.stats.fear.value"]`).click(ev => {
|
|
this.rollFear(html)
|
|
});
|
|
html.find(`img[id="system.stats.body.value"]`).click(ev => {
|
|
this.rollBody(html)
|
|
});
|
|
|
|
/** credits */
|
|
|
|
html.find(`img[id="system.credits.value"]`).click(ev => {
|
|
this.rollCredits(html)
|
|
});
|
|
|
|
/** Redo Skills */
|
|
html.find(`i[id="system.class.skills.redo"]`).click(ev => {
|
|
this.applyClassSkills(html)
|
|
});
|
|
|
|
/** Roll everything button */
|
|
html.find(`div[id="roll.everything"]`).click(ev => {
|
|
this.rollEverything(html)
|
|
});
|
|
|
|
/** Class input
|
|
* when changed will lockup if its a defined class item and apply the apropiate modifiers
|
|
*
|
|
*/
|
|
html.find(`input[id="system.class.value"]`).change(ev => {
|
|
let class_name = html.find(`input[id="system.class.value"]`).prop('value');
|
|
if (class_name == "") {
|
|
//class name is empty, no class selected.
|
|
return;
|
|
}
|
|
let class_option = html.find(`option[class="class_option"][value="${class_name}"]`).prop('dataset');
|
|
if (class_option == null) {
|
|
//class name is not part of the option, leave the string, and dont process uuid.
|
|
return;
|
|
}
|
|
//we have a valid class item to process.
|
|
let class_uuid = `Item.${class_option["uuid"]}`;
|
|
this.updateClass(class_uuid);
|
|
|
|
});
|
|
|
|
|
|
/** Roll patch */
|
|
html.find(`img[id="system.class.patch.value"]`).click(ev => {
|
|
this.rollPatch(html)
|
|
});
|
|
/** Roll trinket */
|
|
html.find(`img[id="system.class.trinket.value"]`).click(ev => {
|
|
this.rollTrinket(html)
|
|
});
|
|
/** Roll loadout */
|
|
html.find(`img[id="system.class.loadout.value"]`).click(ev => {
|
|
this.rollLoadout(html)
|
|
});
|
|
|
|
|
|
/** Save and submit */
|
|
html.find(`div[id="submit"]`).click(ev => {
|
|
this.submit()
|
|
});
|
|
}
|
|
|
|
/**
|
|
* This method is called upon form submission after form data is validated
|
|
* @param event {Event} The initial triggering submission event
|
|
* @param formData {Object} The object of validated form data with which to update the object
|
|
* @private
|
|
*/
|
|
async _updateObject(event, formData) {
|
|
|
|
let data = {
|
|
"system.credits.value": formData["system.credits.value"],
|
|
"system.stats.strength.value": formData["system.stats.strength.value"] + (formData["system.stats.strength.bonus"] || 0),
|
|
"system.stats.speed.value": formData["system.stats.speed.value"] + (formData["system.stats.speed.bonus"] || 0),
|
|
"system.stats.intellect.value": formData["system.stats.intellect.value"] + (formData["system.stats.intellect.bonus"] || 0),
|
|
"system.stats.combat.value": formData["system.stats.combat.value"] + (formData["system.stats.combat.bonus"] || 0),
|
|
"system.health.value": formData["system.health.max"] + (formData["system.health.mod"] || 0),
|
|
"system.health.max": formData["system.health.max"] + (formData["system.health.mod"] || 0),
|
|
"system.stats.sanity.value": formData["system.stats.sanity.value"] + (formData["system.stats.sanity.bonus"] || 0),
|
|
"system.stats.fear.value": formData["system.stats.fear.value"] + (formData["system.stats.fear.bonus"] || 0),
|
|
"system.stats.body.value": formData["system.stats.body.value"] + (formData["system.stats.body.bonus"] || 0),
|
|
}
|
|
if (formData["system.stats.max_wounds.bonus"]) {
|
|
//max_wounds represent the bonus, so an android get 1 fro a total of 3 (2+1),
|
|
data["system.hits.max"] = 2 + parseInt(formData["system.stats.max_wounds.bonus"]);
|
|
}
|
|
else {
|
|
data["system.hits.max"] = 2;
|
|
}
|
|
|
|
if (formData["name"]) {
|
|
data["name"] = formData["name"];
|
|
}
|
|
if (formData["system.class.value"]) {
|
|
data["system.class.value"] = formData["system.class.value"];
|
|
data["system.class.uuid"] = formData["system.class.uuid"];
|
|
data["system.other.stressdesc.value"] = formData["system.class.traumaresponse"];
|
|
}
|
|
/*
|
|
ChatMessage.create({content:`Character Rolls<br />
|
|
STATS<br />
|
|
Strength: ${data["system.stats.strength.value"]} = ${formData["system.stats.strength.value"]}+${formData["system.stats.strength.bonus"]}<br />
|
|
Speed: ${data["system.stats.speed.value"]} = ${formData["system.stats.speed.value"]}+${formData["system.stats.speed.bonus"]}<br />
|
|
Intellect: ${data["system.stats.intellect.value"]} = ${formData["system.stats.intellect.value"]}+${formData["system.stats.intellect.bonus"]}<br />
|
|
Combat: ${data["system.stats.combat.value"]} = ${formData["system.stats.combat.value"]}+${formData["system.stats.combat.bonus"]}<br />
|
|
SAVES<br />
|
|
Sanity: ${data["system.stats.sanity.value"]} = ${formData["system.stats.sanity.value"]}+${formData["system.stats.sanity.bonus"]}<br />
|
|
Fear: ${data["system.stats.fear.value"]} = ${formData["system.stats.fear.value"]}+${formData["system.stats.fear.bonus"]}<br />
|
|
Body: ${data["system.stats.body.value"]} = ${formData["system.stats.body.value"]}+${formData["system.stats.body.bonus"]}<br />
|
|
<br />
|
|
Health: ${data["system.health.max"]}<br/>
|
|
Extra wounds: ${formData["system.stats.max_wounds.bonus"]}<br/>
|
|
Credits: ${data["system.credits.value"]} <br />
|
|
<br />
|
|
Trinket roll: <br />
|
|
Patch roll: <br />
|
|
Loadout roll <br />`});
|
|
*/
|
|
|
|
if (formData["system.removepreviousitems"]) {
|
|
let itemTypesToDelete = ["item", "armor", "weapon", "skill", "condition"];
|
|
let itemsToDelete = this.object.items.filter(item => itemTypesToDelete.includes(item.type));
|
|
await this.object.deleteEmbeddedDocuments("Item", itemsToDelete.map(item => item.id));
|
|
}
|
|
if (formData["system.class.loadout.uuid"]) {
|
|
let loadoutItems = formData["system.class.loadout.uuid"].split(",");
|
|
for (var i = 0; i < loadoutItems.length; i++) {
|
|
await this.object.modifyItem(loadoutItems[i], 1);
|
|
}
|
|
}
|
|
if (formData["system.class.patch.uuid"]) {
|
|
await this.object.modifyItem(formData["system.class.patch.uuid"], 1);
|
|
}
|
|
if (formData["system.class.trinket.uuid"]) {
|
|
await this.object.modifyItem(formData["system.class.trinket.uuid"], 1);
|
|
}
|
|
if (formData["system.class.skills.uuid"]) {
|
|
let skillsItems = formData["system.class.skills.uuid"].split(",");
|
|
for (var i = 0; i < skillsItems.length; i++) {
|
|
await this.object.modifyItem(skillsItems[i], 1);
|
|
}
|
|
}
|
|
this.object.update(data);
|
|
}
|
|
|
|
} |